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Periodical
Āmūzish va Yādgīrī
ISSN: 23456523 23456531 Publisher: Iran, Islamic Republic of Payame Noor University

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Periodical
Interdisciplinary Journal of Virtual Learning in Medical Sciences
ISSN: 24767263 24767271 Publisher: Iran, Islamic Republic of Shiraz University of Medical Sciences

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Book
State of the art virtual reality and augmented reality knowhow
Authors: ---
ISBN: 1789231639 1789231620 1838815414 Year: 2018 Publisher: IntechOpen

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State-of-the-Art Virtual Reality and Augmented Reality Knowhow is a compilation of recent advancements in digital technologies embracing a wide arena of disciplines. Amazingly, this book presents less business cases of these emerging technologies, but rather showcases the scientific use of VR/AR in healthcare, building industry and education. VR and AR are known to be resource intensive, namely, in terms of hardware and wearables - this is covered in a chapter on head-mounted display (HMD). The research work presented in this book is of excellent standard presented in a very pragmatic way; readers will appreciate the depth and breadth of the methodologies and discussions about the findings. We hope it serves as a springboard for future research and development in VR/AR and stands as a lighthouse for the scientific community.


Book
Open and Equal Access for Learning in School Management
Authors: ---
ISBN: 1789231752 1789231744 1838813454 Year: 2018 Publisher: IntechOpen

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This book encapsulates four sections about open and equal access for learning in school management. The first section is related to school management and leadership. Second section of the book gives insight on school culture. Third section of the book underlines the importance of open learning. Latest section of the book covers the importance of equal acess and learning in curriculum, environment, gender, youth. I have a firm belief that authors can find great insights on open and equal access for learning from different reflections and researches of chapters.


Book
Evaluieren und Prüfen in DaF/DaZ.
Authors: --- --- --- --- --- et al.
ISBN: 3732992977 3732907287 Year: 2020 Publisher: Berlin Frank & Timme

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Consistent evaluation is an important prerequisite for quality assurance and continuous further development in the area of DaF/DaZ. With a focus on virtual learning, this volume deals with the evaluation of the Inverted Classroom Model for the training of teachers of German as a foreign language and specifically with language learning apps. A second focus is on the evaluation of exams and tests. In addition to the medical language examination and the qualification tests of future teachers, the focus here is on examiner qualifications. The critical discussion will present suggestions for solutions as well as new research approaches. This volume does justice to the claim that theory and practice are closely intertwined. Christina Maria Ersch studied German and Scandinavian Studies in Göttingen and German as a foreign language in Mainz, where she is a research assistant. She has been teaching German as a foreign language for several years, is a certified telc examiner and conducts advanced training courses in neurodidactics and action-oriented learning. Her research interests are, among other things, in general didactics with a focus on competence-oriented, digital learning and in intercultural communication.


Book
Voices from the digital classroom : 25 interviews about teaching and learning in the face of a global pandemic
Authors: --- ---
ISBN: 1773852809 Year: 2022 Publisher: Calgary, Alberta : University of Calgary Press,

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The sudden shift to remote education in response to the COVID-19 pandemic created both a unique challenge and a unique opportunity. Students and instructors alike were required to quickly adapt to the digital classroom, adjusting methods, material, and pedagogical approaches on the fly. Bringing together twenty-five interviews from the frontline of emergency remote education, Voices from the Digital Classroom portrays the struggles, innovations, and resilience of students, instructors, and educational professionals in the face of COVID-19. These interviews offer a unique, of-the-moment perspective on an exceptional time. Complemented by additional voices that expand on stories told to reflect on challenges, successes, and lessons learned, Voices from the Digital Classroom is both a time-capsule and a vision for the future. It provides new insights into pandemic teaching and learning, a remarkable lens into the daily realities of the digital classroom, and an inspiration for the future of remote education in a post-pandemic world.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.

Keywords

Information technology industries --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation

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